animal companion isn’t baseline but stampede is, the shoddy Legion stampede that is.
we actively have to choose things like intimidation which is our interrupt and stun…
Of all the covenant abilities why is Death Chakram the one we got instead of Soulshape or Fleshcraft? Fleshcraft would’ve been infinitely more useful to replace Aspect of the Turtle in combat as a shield…
I agree but in a different way. I wish they had pushed for unique builds a lot more in the outlaw build cause right now it just feels kind of bland. This was a perfect oppurtunity to split the tree and make one side very combat rogue and the other side outlaw rogue. They could have removed pirate aspects from one side and added back some of the pirate stuff they removed on the other like cannonball barrage that way both sides get what they want. This kind of feels like its a giant compromise and no one really gets what they want.
Then we’re gonna be stuck with a 8 seconds Kidney Shot which is absolutely not healthy for PvP.
Stun is gonna last so long people sub will run out and no one will want to resub after that.
I think the MM tree unfortunately has some challenges in that the “core” single talent point abilities like Trick Shots, Rapid Fire, and Multi Shot are slightly too low in the tree. You can end up entirely with a build that does not include any of those talents. The core abilities should be higher up and “required” to progress imo.
Maybe PvPers just need a better way to pivot their build to react to the meta. Nerfing a cool ability prematurely because it effects a niche-upon-niche part of the game that already has its own trinkets, scaling, abilities, and aura-tuning that can be used to reel it in sounds awful. If stun is going to be that powerful, maybe PvPers just need to be able to make changes to their build to specifically reduce the impact of stuns (sort of like the old orc racial - I haven’t PvP’d since WOTLK so I don’t know if that’s still a thing).
Going to say it now. These talents trees are going to make SL class design look like perfect balancing by comparison. Just handing out dozens of talents and telling players to pick what combinations they want isn’t good design.
Changing this up a bit. I noticed Hi-explosive trap as a talent. If this is the case for survival or all, please make explosive trap a baseline trap pretty please. :3
It’s said “iterate”, there’s no need to “reiterate” when talking about design. In the English vernacular, to iterate is to repetitiously redo something.
It’s gonna be even worse next expansion with us losing feign death and hunters mark defensive conduits, if they don’t add something defensive wise in dragonflight I am not doing hunter
I think Blizzard needs to make some uniformity between the classes in regards to how many points the class trees and spec trees have.
All characters get the same number of points to spend in their class tree and spec tree, but now that we have several classes/specs to examine, it’s clear that some class trees and spec trees have more possible point expenditures than others. I find this concerning.
As it currently looks, it ends up meaning that some classes would have more potential choices than others, and in some cases more difficulty getting to the deeper talents due to limited branching across a wider selection of talents.
For example, a Death Knight of any spec has 3 final tier talents in their class tree and can grab any 2 of them with 3 points to spare (not necessarily as an optimized spec mind you).
A Holy Priest has 4 final tier talents in their class tree and can also grab two of them but in some combos ends up with only 1 or 2 points to spare versus the Death Knight’s three.
A Beast Mastery Hunter can reach two specific end tier talents with 4 points to spare or three points to spare with another combo.
I get that these trees are still a work in progress, and that not all talents are created equal, but I do think there needs to be a certain mathematical equivalency to the opportunities each class and spec have with their allotted points.
The answer may simply be more branching if the number of possible point expenditures can’t be made equal. I found it much easier to put together a preliminary load out for Priest specs than I did for the Rogue and Hunter specs. Druids understandably have quite a few more possible talent choices in their class tree due to having four specs.
I do think some consideration should be given both to how many possible points exist in a class tree and a spec tree versus the number of points a character has to spend. Otherwise, some class trees and spec trees may be more difficult to navigate due to having more bloat along the way than others, or simply have a wider variety of choices versus other classes/specs that may have an easier time navigating but have a notably smaller variety of choices.
I want them to reiterate on their design process though while taking into account that the number of points to fill there is too high compared to the other classes.